diff --git a/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshVertex.cs b/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshVertex.cs index a3f30ed97..b4e20bf09 100644 --- a/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshVertex.cs +++ b/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshVertex.cs @@ -11,25 +11,25 @@ namespace UniGLTF [StructLayout(LayoutKind.Sequential, Pack = 1)] internal readonly struct MeshVertex { - public readonly Vector3 Position; - public readonly Vector3 Normal; - public readonly Color Color; - public readonly Vector2 Uv; - public readonly Vector2 Uv2; - public readonly float BoneWeight0; - public readonly float BoneWeight1; - public readonly float BoneWeight2; - public readonly float BoneWeight3; - public readonly ushort BoneIndex0; - public readonly ushort BoneIndex1; - public readonly ushort BoneIndex2; - public readonly ushort BoneIndex3; + private readonly Vector3 _position; + private readonly Vector3 _normal; + private readonly Color _color; + private readonly Vector2 _texcoord0; + private readonly Vector2 _texcoord1; + private readonly float _boneWeight0; + private readonly float _boneWeight1; + private readonly float _boneWeight2; + private readonly float _boneWeight3; + private readonly ushort _boneIndex0; + private readonly ushort _boneIndex1; + private readonly ushort _boneIndex2; + private readonly ushort _boneIndex3; public MeshVertex( Vector3 position, Vector3 normal, - Vector2 uv, - Vector2 uv2, + Vector2 texcoord0, + Vector2 texcoord1, Color color, ushort boneIndex0, ushort boneIndex1, @@ -40,19 +40,19 @@ namespace UniGLTF float boneWeight2, float boneWeight3) { - Position = position; - Normal = normal; - Uv = uv; - Uv2 = uv2; - Color = color; - BoneIndex0 = boneIndex0; - BoneIndex1 = boneIndex1; - BoneIndex2 = boneIndex2; - BoneIndex3 = boneIndex3; - BoneWeight0 = boneWeight0; - BoneWeight1 = boneWeight1; - BoneWeight2 = boneWeight2; - BoneWeight3 = boneWeight3; + _position = position; + _normal = normal; + _texcoord0 = texcoord0; + _texcoord1 = texcoord1; + _color = color; + _boneIndex0 = boneIndex0; + _boneIndex1 = boneIndex1; + _boneIndex2 = boneIndex2; + _boneIndex3 = boneIndex3; + _boneWeight0 = boneWeight0; + _boneWeight1 = boneWeight1; + _boneWeight2 = boneWeight2; + _boneWeight3 = boneWeight3; } public static VertexAttributeDescriptor[] GetVertexAttributeDescriptor() => new[] {